Software OverviewSun Java Wireless Client Software 2.1April 2008 |
Sun Java Wireless Client Software (SJWC) is a high-performance, Mobile Service Architecture ready platform, based on an optimized implementation of the Connected Limited Device Configuration (CLDC) and Mobile Information Device Profile (MIDP) software stack, which includes support for many Java Specification Requests (JSRs).
Sun Java Wireless Client Software is a flexible, high quality implementation for developers who port MIDP and associated technologies to mobile devices. It is also useful to application developers who want to work with the very latest Java ME technologies, even before these technologies are ported to real devices.
Sun Java Wireless Client Software consists of three fundamental layers, as shown in the following diagram.
The Sun Java Wireless Client software is shown in blue. It is made up of three primary pieces:
Applications (MIDlets) run on top of the Sun Java Wireless Client software. When Sun Java Wireless Client Software runs multiple MIDlets, it uses a single OS process. Therefore, a single instance of Java virtual machine can execute several applications simultaneously, providing each of them with a separate runtime environment. All running applications are isolated so that from the application's point of view, it looks as if each application is executed in its own virtual machine.
The JavaCall API distills the platform requirements of the entire Sun Java Wireless Client software platform to a single set of functions that must be ported. All porting is done at the same layer, and the JavaCall functions are consistently named and well documented.
Information on porting Sun Java Wireless Client Software is in the Porting User's Guide. The comprehensive JavaCall API reference contains specific information on every function and every argument.
JSR 239 Java Binding for the OpenGL® ES API is a notable exception. It binds to a standardized API and no additional JavaCall layer is needed. JSR 239 provides a direct binding to the OpenGL ES implementation.
Here is a road map for getting started with a port to your own device. Your actual steps are likely to vary, but this list provides a general idea of where you're going and how to get there.
stubs and use the JavaCall porting layer to create the basic
infrastructure for building your device.
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